Preset ID
game-narrative-writing
Preset Name
Game Narrative Writing Preset
Version
1.0.0
Description
Project Summary
A comprehensive speckit preset designed for game narrative writing, providing structured workflows and templates for game writers and narrative designers.
Additional Features
- Python validation and compilation scripts
- Theme files for Ink and SugarCube story formats
- Test tier specifications with HTML output
- Comprehensive documentation and changelog
Use Cases
- Game narrative planning and documentation
- Interactive fiction development
- Story structure design and iteration
- Team collaboration on narrative projects
- Quality assurance and verification
Author
Andreas Daumann
Repository URL
https://github.com/adaumann/speckit-preset-game-narrative-writing
Download URL
https://github.com/adaumann/speckit-preset-game-narrative-writing/releases/tag/v1.0.0
License
MIT
Required Spec Kit Version
=0.5.0
Templates Provided
Templates (24 total)
Document templates for common narrative design documents:
- Agent files
- Character databases
- Checklists & constitutions
- Craft rules & mechanics
- Endings documentation
- Feedback forms
- Flow & state maps
- Glossaries & research
- Implementation guides
- Interactive fiction themes (Ink & SugarCube)
- Narrative design documents
- Node outlines & twee scripts
- Puzzles & world-building
- Relationship maps
- Series bibles & timelines
- Specifications & task lists
- Theme documentation
- Variables reference
Commands Provided (optional)
Commands (36 total)
Organized by workflow stage:
Planning & Analysis:
speckit.plan - Project planning
speckit.outline - Story outlining
speckit.research - Research gathering
speckit.analyze - Content analysis
speckit.theme - Theme development
speckit.tone - Tone establishment
Narrative Design:
speckit.brainstorm - Brainstorming sessions
speckit.specify - Specification writing
speckit.agency - Player agency design
speckit.consequences - Consequence mapping
speckit.foreshadow - Foreshadowing techniques
speckit.subplots - Subplot management
speckit.series - Series planning
Mechanics & Systems:
speckit.mechanics - Mechanics documentation
speckit.statemap - State mapping
speckit.flowmap - Flow diagrams
speckit.complexity - Complexity analysis
speckit.pacing - Pacing structure
speckit.replayability - Replay value design
Quality & Iteration:
speckit.verify - Verification checks
speckit.feedback - Feedback collection
speckit.revise - Revision tracking
speckit.polish - Polish checklist
speckit.checklist - Completion checklist
speckit.status - Status reporting
Special Topics:
speckit.accessibility - Accessibility considerations
speckit.asymmetry - Asymmetric design
speckit.clarify - Clarification prompts
speckit.compile - Compilation process
speckit.constitution - Design constitution
speckit.continuity - Continuity checking
speckit.endings - Ending design
speckit.implement - Implementation guide
speckit.secrets - Secret/mystery design
speckit.tasks - Task management
speckit.help - Help documentation
Tags
game-writing, interactive-fiction, twine, ink, renpy, point-and-click, branching-narrative, game-narrative
Key Features
Version 1.0.0 · Part of Spec Kit
A Spec-Driven Development preset purpose-built for branching narrative game design, this is a pre-production topic in game design. It applies structured software development discipline to interactive fiction, quest design, dialogue trees, and player agency: narrative bibles instead of design docs, node tasks instead of tickets, dialogue branching validation instead of manual testing.
Key features at a glance:
-
Constitution governance — constitution.md is the single source of truth for engine targets (SugarCube, Ink, Ren'py), POV architecture, player character voice, narrative mode (linear/branching/emergent), mechanics hooks, and craft rules. Every command reads from it; no inconsistencies across sessions.
-
Full narrative pipeline — 36 AI commands from first idea (speckit.specify) through planning (speckit.plan, speckit.outline), drafting (speckit.implement), quality validation (13 narrative analysis tools), and compilation (speckit.compile) to playable output.
-
Dialogue branching system — Plan dialogue trees with trust states, NPC responses, player choices, and branch targets. Outline dialogue beats with multi-party reactions. Implement prose with mechanic hooks. Validate consequences and choice clarity.
-
13 Narrative Quality Validators — Player agency (no illusory choices), ending quality, subplot resolution, emotional pacing, foreshadowing/payoff, information asymmetry, state mapping, branch complexity, replayability metrics, choice consequences, accessibility (reading level + content warnings), and secret content discovery.
-
Multi-POV support — Single protagonist, dual parallel, switching POV, ensemble casts, or rotating perspectives. Trust state tracking per POV. Information asymmetry mapping (what each character knows when).
-
Mechanic hooks (Tier 1) — Flag, counter, visited, inventory, timer, trust, currency, npc_state, ending_condition, choice_memory, clue. SugarCube and Ink translations included. Extensible Tier 2 schema.
-
Multi-engine compilation — SugarCube 2.x (Twine), Ink (usable in Unreal, Unity, Godot), with Ren'py, Esconia, AGS support coming. Compiled output in output/[ENGINE]/. Automatic theme application (dark/light/minimal CSS for SugarCube; HTML wrappers for Ink).
-
Series Bible support — Carry-over variable registry, ending canon table, NPC survival tracking, world state deltas per game entry, series arc continuity.
-
Playable themes — 3 base SugarCube CSS themes (dark, light, minimal) with all values as CSS custom properties for easy tweaking. 3 Ink HTML theme wrappers. All themes exposed via speckit.theme.
-
TBI - For next version Point-And-Click adventure engines and RenPy are planning as export format.
Testing Checklist
Submission Requirements
Preset ID
game-narrative-writing
Preset Name
Game Narrative Writing Preset
Version
1.0.0
Description
Project Summary
A comprehensive speckit preset designed for game narrative writing, providing structured workflows and templates for game writers and narrative designers.
Additional Features
Use Cases
Author
Andreas Daumann
Repository URL
https://github.com/adaumann/speckit-preset-game-narrative-writing
Download URL
https://github.com/adaumann/speckit-preset-game-narrative-writing/releases/tag/v1.0.0
License
MIT
Required Spec Kit Version
Templates Provided
Templates (24 total)
Document templates for common narrative design documents:
Commands Provided (optional)
Commands (36 total)
Organized by workflow stage:
Planning & Analysis:
speckit.plan- Project planningspeckit.outline- Story outliningspeckit.research- Research gatheringspeckit.analyze- Content analysisspeckit.theme- Theme developmentspeckit.tone- Tone establishmentNarrative Design:
speckit.brainstorm- Brainstorming sessionsspeckit.specify- Specification writingspeckit.agency- Player agency designspeckit.consequences- Consequence mappingspeckit.foreshadow- Foreshadowing techniquesspeckit.subplots- Subplot managementspeckit.series- Series planningMechanics & Systems:
speckit.mechanics- Mechanics documentationspeckit.statemap- State mappingspeckit.flowmap- Flow diagramsspeckit.complexity- Complexity analysisspeckit.pacing- Pacing structurespeckit.replayability- Replay value designQuality & Iteration:
speckit.verify- Verification checksspeckit.feedback- Feedback collectionspeckit.revise- Revision trackingspeckit.polish- Polish checklistspeckit.checklist- Completion checklistspeckit.status- Status reportingSpecial Topics:
speckit.accessibility- Accessibility considerationsspeckit.asymmetry- Asymmetric designspeckit.clarify- Clarification promptsspeckit.compile- Compilation processspeckit.constitution- Design constitutionspeckit.continuity- Continuity checkingspeckit.endings- Ending designspeckit.implement- Implementation guidespeckit.secrets- Secret/mystery designspeckit.tasks- Task managementspeckit.help- Help documentationTags
game-writing, interactive-fiction, twine, ink, renpy, point-and-click, branching-narrative, game-narrative
Key Features
Version 1.0.0 · Part of Spec Kit
A Spec-Driven Development preset purpose-built for branching narrative game design, this is a pre-production topic in game design. It applies structured software development discipline to interactive fiction, quest design, dialogue trees, and player agency: narrative bibles instead of design docs, node tasks instead of tickets, dialogue branching validation instead of manual testing.
Key features at a glance:
Constitution governance —
constitution.mdis the single source of truth for engine targets (SugarCube, Ink, Ren'py), POV architecture, player character voice, narrative mode (linear/branching/emergent), mechanics hooks, and craft rules. Every command reads from it; no inconsistencies across sessions.Full narrative pipeline — 36 AI commands from first idea (
speckit.specify) through planning (speckit.plan,speckit.outline), drafting (speckit.implement), quality validation (13 narrative analysis tools), and compilation (speckit.compile) to playable output.Dialogue branching system — Plan dialogue trees with trust states, NPC responses, player choices, and branch targets. Outline dialogue beats with multi-party reactions. Implement prose with mechanic hooks. Validate consequences and choice clarity.
13 Narrative Quality Validators — Player agency (no illusory choices), ending quality, subplot resolution, emotional pacing, foreshadowing/payoff, information asymmetry, state mapping, branch complexity, replayability metrics, choice consequences, accessibility (reading level + content warnings), and secret content discovery.
Multi-POV support — Single protagonist, dual parallel, switching POV, ensemble casts, or rotating perspectives. Trust state tracking per POV. Information asymmetry mapping (what each character knows when).
Mechanic hooks (Tier 1) — Flag, counter, visited, inventory, timer, trust, currency, npc_state, ending_condition, choice_memory, clue. SugarCube and Ink translations included. Extensible Tier 2 schema.
Multi-engine compilation — SugarCube 2.x (Twine), Ink (usable in Unreal, Unity, Godot), with Ren'py, Esconia, AGS support coming. Compiled output in
output/[ENGINE]/. Automatic theme application (dark/light/minimal CSS for SugarCube; HTML wrappers for Ink).Series Bible support — Carry-over variable registry, ending canon table, NPC survival tracking, world state deltas per game entry, series arc continuity.
Playable themes — 3 base SugarCube CSS themes (dark, light, minimal) with all values as CSS custom properties for easy tweaking. 3 Ink HTML theme wrappers. All themes exposed via
speckit.theme.TBI - For next version Point-And-Click adventure engines and RenPy are planning as export format.
Testing Checklist
specify preset addSubmission Requirements
preset.ymlmanifest included